Archive for the ‘After Play Report’ Category

A couple more 13th Age things

September 6, 2012

1. Session 3 of my one-shot went very well. It was an evening of almost entirely combat – 2 encounters plus some stuff in the middle. The encounters went very nicely and there was some sweet improvised stunting.

At one point the characters were on an airship that was plummeting to the ground, out of control.

Len (whose character had taken the ship’s helm and was looking for a place to crash land): “Is there a body of water nearby? or some woods?”
Me: “Well, there’s the Queen’s Wood…”
Len: “Do you think she’d mind?”

Next up for us is converting the characters from our 4e game!

2. Support the Kickstarter to fund the first supplement (which will include the Monk, Druid and Chaos Shaman classes as well as some really sweet setting stuff like Living Dungeons, which are awesome).

3. One thing my players didn’t like was the character sheet. The defenses are on the front (or page 1) but the basic attacks are on the back (or page 2), leading to constant flipping. So the redoubtable John O’Brien cut and pasted up a one-page version from the one that was provided. Since it was directly derived from their sheet I checked with Rob Heinsoo before posting it, and he said okay, 13th Age- New Sheet!

4. Dan – you remember Dan? From the last post? – played a demo at GenCon. Here’s his report:

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13th Age Seminar at GenCon

August 22, 2012

Friend of the Blog and general sexy beast Dan went to GenCon last weekend and files this report…

My time at GenCon was very limited this year, so I was reduced to the following two humble hopes:

  1. Leave GenCon with the same exact number of diseases as I had when I walked in (CON CRUD!!)
  2. A better understanding of 13th Age

The jury is still out on #1, but my understanding of 13th Age is much, much better after I sat in on a seminar, and then subsequently played in a demo run by Rob Heinsoo. (more…)

Descent (Second Edition) Actual Review

August 19, 2012

Last night I did something I’d long though impossible: I played a game of Descent to completion in about an hour.

Now, this was the introductory scenario for the Second Edition and it is designed to be a pretty quick encounter.  The board is tiny – only 2 “rooms” and some connecting “hallway” pieces.  And there aren’t many baddies to deal with – 2 ettins and a handful of goblins. But still, an hour. And it was fun.

Here then are my observations (aside from “it runs shorter”) on the second edition of Descent: (more…)

Changing Horses Pt 4, 13th Age part 2

August 19, 2012

We ran our second session of 13th Age this past week.  The overall verdict was very good. Everyone had a better handle on the characters and the rules this time around and things went much smoother.

I decided not to record this session for a couple of reasons, primary of which being that recording made me incredibly self-conscious the first time out.  Another big reason was that this session tied in very strongly with some stuff in the overall 4e campaign, and without that context I think the listener would be pretty confused.  Lastly, I knew this session was going to be a lot of talking/planning/thinking things through which would only barely touch the system at all (with some background tests and relationship checks) and although we are wildly entertaining I didn’t think that would have much interest for the half dozen or so of you who are reading this but not actually in the game. (more…)

Changing Horses Pt 3: 13th Age Part 1

July 26, 2012

Last night I ran the first of a 2-part session of 13th Age, a game that is a strong favorite to be the system I convert my 4e campaign over to. It didn’t go as smoothly as I’d hoped but I still have faith.  This system still “feels” like a right fit to me.

13th Age is a d20-based fantasy game. What another one? Yes, but this one is by Jonathan Tweet and Rob Heinsoo, two names with strong game development kung-fu.  Right now the game is in “pre-release” stage; you can pre-order it from the link above and you get a draft pdf. It’s gone through a number of extensive playtesting rounds but its far from finished. Still I couldn’t wait to get my mitts on this game.  It’s closer to 4e than other d20 variants in a number of ways but strips out a lot of the complexity of other versions and replaces it with a shot of indie game narrative control.

For example, where other games present players with a fixed laundry list of Skills, 13th Age uses “Backgrounds”, which are free-form player-created short phrases, much like Distinctions in the Marvel Heroic Roleplaying game or Tweet’s own Over the Edge.  The result, I think, encourages players to be more creative to solve skill-based problems and requires that they think a little bit about their character background/values.

For this two-shot I statted up characters beforehand but left off the Backgrounds, the Relationships (connections the character has to the 13 most powerful NPCs/factions in the world) and the character’s One Unique Thing.  Every 13th Age character has a Unique Thing about them, and developing these can help to shape the campaign world as well as defining the character and what makes them special.

(more behind the break, but hey you can download the actual audio of our session here! (please please right click and Save Link As instead of just streaming))

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Changing Horses Pt 2: Savage Worlds

July 15, 2012

This past Wednesday the group kicked the tires on Savage Worlds as a possible contender as a new system for our D&D campaign. I was really in my heart of hearts looking more for a d20 based game so it wasn’t such a system shock, but I liked what I saw in SW and decided to give it a whirl. (more…)

Assembling

May 26, 2012

Plain and simple, I’m a sucker for supers RPGs.

Thus it was that I grabbed a copy of the Marvel Heroic Roleplaying Game from Margaret Weis Productions and after some time to read and digest it I ran a one-shot today (wherein the heroes faced yet another splinter cell of AIM and their hideous creation U.L.T.R.O.D.O.K). I’d heard that the game takes a different twist on the genre – it is much more narrative-driven than other games I had played. Based on my experimentation with adapting Dogs in the Vineyard to supers a few years back, this was very appealing feature to me. And following Jack’s review of it a couple posts down I had to check it out. (more…)

1st Ed Greyhawk Campaign

April 15, 2012

I expect more folks will be exploring older editions of D&D as the D&D Next speculation builds, and in anticipation of the promised play-testing sometime later this year (or early next).  The re-issue of the original AD&D core books this spring/summer practically calls for it.  So cue the announcement from the local gaming store that a DM has stepped up to run a monthly 1st Edition Greyhawk game.  Now, I am an old fan of the World of Greyhawk – but specifically from the original presentation in 1st Edition AD&D.  I had most of the box sets and modules based in Greyhawk up until the advent of the Greyhawk Wars meta-plot, after which I kind of lost track of events and situations.  So in my mind, Greyhawk will always be stuck in those early days, which means this is an opportunity to revisit the imagined lands of my childhood.  I remember when my best friend in grade school showed off the original Greyhawk maps, and we gleefully recognized names and locations alluded to in some of our favorite modules.  Later, when I got the first World of Greyhawk boxset, it gave actual map coordinates for many of those same adventures, which brought a sense of depth to the world.  All of which leads this campaign idea to be just my sort of thing.

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Marvels, Mutants, and the Murder Castle

March 6, 2012

Available right now in PDF from DriveThruRPG.com and later this month in print, the new Marvel Heroic Roleplaying game is by Margaret Weiss Productions, the same folks who brought you the Serenity, BSG and Supernatural rpgs.  More to the point, they are the ones who did the Smallville and Leverage rpgs using a system called CORTEX Plus, a variation on their standard dice pool system from those earlier games that is extensively modified to suit the particular game and genre being emulated. With Smallville, you’ve got dramatic tv series with powers rules that under the hood could do just about anything the awesome indy game Prime Time Adventures can do, though with a more codified tactical structure.  Similarly, from what I’ve seen of the Marvel game, it does a similar job for high action serialized stories (ie comic books, or even, dare I say it, the pulps!).  As PTA is to Smallville, I see Spirit of the Century (or more generically FATE) is to Marvel Heroic Roleplaying.

Friends of mine worked on the book, and the preview I’ve seen so far looks beautiful.  I ran a demo of the MHR game at my FLGS, The Gaming Goat, this past Saturday.  This was to be part of the official ‘Launch Party’ for the game, but since the print books have been delayed a few weeks, the Goat’s party has been postponed until April.  I showed up, anyway, in case some didn’t get word of the reschedule. Good thing, since two players showed, and a third who was awaiting a later D&D Lair Assault game joined in.  Since we were pressed for time, rather than run the prepared ‘event’, I simply started with my players choosing their demo characters, and followed the premise that suggested; Spider-Man, Captain America and Wolverine walk into a bar…

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The DM’s Role/Rule in 4E, Organized Play, and Beyond

February 27, 2012

As a D&D child of the 70′s and 80′s, I’d never questioned the rule of the DM.  It’s our shared game, but the DM is the glue that holds it together.  The DM makes up the adventures (or prepares the published modules) and runs them, adjudicating both the players’ actions and what response the adventure has in store for them.  Players know the rules, but don’t have perfect knowledge of how those rules are applied in the game world for any particular situation.  In other words, the role of the DM is to rule.

But that’s not necessarily true these days. (more…)


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